Barbarian
Base Class: Barbarian

Typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Elemental Fury learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects.

Barbarians who follow this path are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Others hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.

Elemental Aura

Starting at 3rd level, you emanate a elemental, magical aura while you rage. The aura extends 5 feet from you in every direction, but not through total cover. The aura range increases to 10 ft. at 6th level, 15 ft. at 10th level and 20 ft. at 14th level

Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose fire, lightning, or ice. Your aura’s effect depends on that chosen element, as detailed below. You can change your element choice whenever you gain a level in this class.

If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Strength modifier.

Fire

When this effect is activated, all other creatures in your aura take fire damage equal to your proficiency bonus + your rage damage each.

Ice

When this effect is activated, all other creatures in your aura take 2 cold damage and have their speed reduced by 10 feet  until the start of their next turn, as icicles form around your foes. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

Lighting

When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 5th level, 3d6 at 10th level, and 4d6 at 14th level.

Elemental Soul

At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Elemental Aura.

Fire

You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, whenever you activate your aura you can choose to exclude creatures you can see from taking the damage. 

Ice

You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, whenever you activate your aura you can choose to exclude creatures you can see from taking the damage and from having their speed reduced. 

Lightning

You gain resistance to lightning damage. Moreover, whenever you damage a creature with your aura and fail the saving throw, you stop them from taking any reactions until the start of their next turn. 

Enhanced Aura

At 10th level, you learn to use your mastery of the elements to protect others and to fight off foes even more. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura. Additionally, the damage from you aura bypasses enemies resistances. If an enemy is instead immune to the aura's damage, it becomes resistant. 

Elemental Surge

At 14th level, the power of the elements you channel grows mightier, lashing out at your foes. The effect is based on the element you chose for your Elemental Aura.

Fire

Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to your barbarian level. This damage also benefits from Enhanced Aura. 

Ice

Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.

Lightning

When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone or pushed 15 ft. away from you, as if struck by a lightning.

 

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